Mod | Save | ||
---|---|---|---|
STR | 29 | +9 | +16 |
DEX | 16 | +3 | +3 |
CON | 20 | +5 | +12 |
Mod | Save | ||
---|---|---|---|
INT | 14 | +2 | +2 |
WIS | 16 | +3 | +10 |
CHA | 20 | +5 | +12 |
Legendary Resistance (3/day). If Varrix fails a saving throw, it can choose to succeed instead.
Undead Nature. Varrix does not need to breathe, eat or sleep.
Amphibious. Varrix can breathe air and water.
Adamantine Armor. Any Critical Hit against you becomes a normal hit.
Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.
Undead Fortitude. If damage reduces Varrix to 0 hit points, he can make a CON saving throw (DC 5 + the damage taken). On a success, he drops to 1 hit point instead.
Spellcasting. Varrix is a 19th-level spellcaster. Its spellcasting ability is CHA (spell save DC 19, +11 to hit with spell attacks). Varrix has the following Paladin spells prepared:
1st level (4 slots): command, compelled duel, searing smite
2nd level (3 slots): hold person, magic weapon
3rd level (3 slots): dispel magic, elemental weapon
4th level (3 slots): banishment, staggering smite
5th level (2 slots): destructive wave (necrotic)
Multiattack. Varrix makes 3 attacks
Longsword Melee Attack. Melee Weapon Attack: +19 to hit, reach 5 ft., 1 target. Hit: (1d8 +3d6 + 13 ) necrotic and slashing damage. Extra 2d10 necrotic against celestial, fey or good-aligned creatures.
Ice Chain Ranged Attack. Ranged Weapon Attack: +13 to hit, range 10/20 ft., 1 target. Hit: (1d8 + 2d6 + 10) piercing, cold damage.
Hellfire Orb (1/Day). Varrix hurls a magical ball of fire that explodes at a point he can see within 120 feet of it. Each creature in a 20 ft. radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much on a successful one.
Command the Drowned (Recharge 5-6). Varrix calls upon the drowned souls under his command. Choose up to 3 points within 60 feet. At each point 1d4+2 Ghost Sailors or Drowned Infantry rise and fight for 1 minute.
Freezing Pressure. As an action, Varrix emits a 30-foot cone of extreme pressure and magical cold. All creatures in the area must make a DC 21 Constitution saving throw, taking 54 (12d8) cold damage and becoming restrained (ice shell) on a fail. A successful save halves the damage and prevents the restrained condition. Restrained targets may retry the save at the end of each of their turn
Frozen Execution. Ranged attacks have advantage on attack and damage rolls if the
target is restrained, grappled, prone or incapacitated.
Reel the Frozen. Once per turn when you hit a creature with a Ranged Attack you may attempt to pull the target 5 feet closer to you. The target must succeed on a DC 16 Strength saving throw or be grappled/restrained.
Poison Barbs (Passive). When you hit a creature with a Ranged Attack and the attack is a Critical Hit or the creature is pulled by the chain they must succeed on a DC 15 CON Save or suffer the following.
- Take 2d6 Poison Damage Immediately
- Be Poisoned until their next turn
- While Poisoned this way, they also take 1d6 cold damage at the start of their turn
Hellfire Smite (1/Day). On a successful melee attack, Varrix channels necrotic fury into his blade. The target takes an additional 48 (10d8) necrotic damage and must succeed on a DC 19 Wisdom Saving Throw or be frightened and blinded for 1 minute.
Drowned Surge (3/Day). Varrix channels necrotic power into his weapon. Until the end of his turn, his weapon attacks deal an additional 3d6 necrotic damage, and creatures hit must succeed on a DC 19 Strength saving throw or be pushed 10 feet and knocked prone.
Ethereal Ghostplate (Recharge 3-4). As a bonus action, Varrix can make his armor Ethereal, imposing disadvantage on all attacks against him.
Parry. Varrix adds 6 to its AC against one melee attack that would hit him. To do so, Varrix must see the attacker and be wielding a melee weapon.
Legendary Resistances (3/Day). If Varrix fails a saving throw, he can choose to succeed instead.
Attack (Costs 1 Actions). Varrix makes an attack.
Aura of Dread (Costs 2 Actions). Each creature of Varrix's choice that is within 120 feet of Varrix and aware of him must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Aura of Dread for the next 24 hours.
March of the Damned (Costs 3 Actions). Varrix can emit a torrent of foul necrotic energy allowing him to select any amount of humanoid corpses within 60 feet and raise them as either skeletons or zombies depending on the condition of the body. If a recently deceased body is raised, the abilites of the corpse is still potent and can still be used.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Deep beneath the churning, storm-wracked sea lies the Drowned Bastion—a twisted fortress of coral, barnacle-encrusted iron, and shattered bone. Once a royal shipyard, now warped by death and abyssal magic, it stands atop a sunken trench where the drowned dead whisper in eternal silence.
Lair Actions
On initiative count 20 (losing initiative ties), Varrix takes a lair action to cause one of the following effects; Varrix can’t use the same effect two rounds in a row:
- Spectral Volley . From the surrounding wrecks, ghostly cannons rumble. Choose up to 3 creatures. Each must make a DC 18 DEX Save or take 4d10 Force Damage and be knocked back 10 feet. On a success, they take half damage and are not moved.
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Ghost Battery. The wrecked ships surrounding the Bastion awaken and share their magical energy with the central structure. Choose one spectral shipwreck in view. That ship’s soul-channel fires a beacon of cursed energy into the Bastion, causing:
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One enemy spellcaster of choice to immediately suffer a DC 19 CON Saving Throw or lose one active spell slot (highest level first).
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Admiral Varrix gains temporary HP equal to twice the slot level lost.
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